Cities: Skylines

This item has been removed from the community because it violates Steam Community & Content Guidelines. It is only visible to you. If you believe your item has been removed by mistake, please contact Steam Support.

This item is incompatible with Cities: Skylines. Please see the instructions page for reasons why this item might not work within Cities: Skylines.

Current visibility: Hidden

This item will only be visible to you, admins, and anyone marked as a creator.

Current visibility: Friends-only

This item will only be visible in searches to you, your friends, and admins.

Subscribe to downloadAsset Prefab(+Building) AI Changer

This item has been added to your Subscriptions. Some games will require you to relaunch them before the item will be downloaded.

In 1 collection by Snow_Cat

Snow_Cat's questionable Asset Editor mods

7 items

Description

a derivative of Cerebellum's "BuildingAIChanger" for 1.1.1c+

This mod adds a drop down list to the Asset Property editor that lets you choose any AI for the asset you are editing.

Warning

WorksAsBuilding()

and

WorksAsNet()

checks are not implemented.

It is not known if assigning wildly inappropriate AIs to assets will break them.

Broken assets will fail to load and cannot be fixed with the asset editor.

(While I won't stop you) from assigning the (Citizen)`PetAI` to your (Building)kennel, or a (Building)`ResidentialBuildingAI` to a (Vehicle)campervan; or any other combination of (Net, Building, Citizen, Vehicle, etc.) -- It is strongly recommended that unproven changes be made to a new save file. Duplicate files can be deleted; backups made after the fact are extraordinarily unlikely to fix anything.

PurposeThe main intended use of this mod is to ease the creation of assets with custom AI classes.

UsageYou do *not* need to know the exact name of the AI class. The drop down list is populated from the assemblies loaded when the asset editor is opened, then ordered by base-classes.

Load an asset with an AI to be replaced. If the asset lacks a suitable PrefabAI the PrefabAISelector panel be hidden.

Click on the name of the desired AI type from the drop down list or mousewheel until it is selected. The checkbox will deselect itself when the selected type does not match the currently loaded type. This was done intentionally as accidental mousewheeling could cause values to be lost accidentally.

Checking the checkbox (it will light) will attempt to replace the current prefab with a one of the specified type, and 'refresh' the properties panel. For prefab types for which the properties are suppressed will hide the panel and will not load properties, but will accept the AI specified.

Existing properties on the current AI instance are carried over to the new AI as far as possible, but this part is still very much a work-in-progress. It's probably a good idea to select the proper AI as early as possible to avoid problems.

Using custom AI classes

If you intend to use a custom prefab AI, make sure to remember the namespace of your mod so that you may spot it in the list. For example, use MySuperMod.SuperAI.

This is not neccessary for the stock AIs as they all seem to be in the root namespace.

Sometimes it bugs out and stops letting you use the dropdown menu. Unsub/resub should fix the problem, though it can be a bit wonky. Also have to Reload Editor after each new asset if the prefab AI Apply button is greyed out.

same here... doesn't work anymore. tested it with all mods deactivated except this. it even messes with your other "asset changer" mods, because they fail to show the right category (all assets are identified as props).

I have all of your Asset Changing mods (or at least I'm pretty sure I do - Populous gave me a list to subscribe to and all of those mods by you seem to work well), but I still need a mod that will let me go into Asset Editor and, while creating a new residential building, change the number of households in it from the number that were in the original residential building. You see, I'm trying to put a logical number of residences in the highrises based upon the number of floors. For example, a building with four sides and 25 floors should have 100 residences (25 floors times 4 sides), but in the Vanilla building there are only 26 residences.

Do you have a mod for that? If so, I couldn't find one.

I do NOT want to use RICO to accomplish this as I'm trying to create a Non-Rico Gamesave.

hi, the problem that matt crux postet on 27th of march seems to be back again since natural disasters. though there are only 332 subscribers, i hope you can fix it, because this mod is so useful to me ( way easier than doing it with modtools). and thanx anyways for your asset-mods... i used those a lot since the beginning.